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Play Between Worlds: Exploring Online Game CultureMarch 2006
Publisher:
  • The MIT Press
ISBN:978-0-262-20163-6
Published:01 March 2006
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Abstract

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Contributors
  • Massachusetts Institute of Technology

Recommendations

Brad D. Reid

Do massively multiplayer online games (MMOGs) teach us something about social interactions in the technology-mediated world__?__ Yes, says Taylor, who spent four years playing EverQuest (EQ) and reflecting on her observations. Both social scientists and technology developers will find material for reflection in Taylor';s analysis. Taylor writes in a conversational style that does not require a special educational background to comprehend. EQ became commercially available in 1999, and Taylor writes that her "book is deeply concerned with understanding the nuanced border relationship that exists between MMOG players and the game world they inhabit." In contrast to previous researchers, Taylor does not see a clean line between the online and offline worlds. Taylor discusses the necessary social networks required to play EQ, and the personal characteristics (such as reputation, trust, and responsibility) necessary to achieve gaming success. Taylor states that "the power of norms in these spaces should not be underestimated." Social networks develop online and offline, and progress from provencialism to globalism. In a chapter titled "Beyond Fun: Instrumental Play and Power Games," Taylor weaves the work of previous researchers and her observations. She concludes that "we are coming to a stage in game studies where we would be well served to tease out specificities around not only different game genres but styles of play, forms of interaction/communication, and the various pleasures of gaming." "Where the Women Are" is an especially interesting and challenging chapter. It contains a thoughtful commentary on prior research and the researcher';s experiences. Gender and racial issues in the design and marketing of games deserve serious attention. Taylor concludes this chapter with a call for visibility and inclusiveness. "Whose Game is This Anyway__?__" concerns the cultural and property aspects of the virtual world. Concluding with "The Future of Persistent Worlds and Critical Game Studies," Taylor asserts that "the challenge ahead involves exploring ground practices, the structural conditions of production and use, and the real ways players make sense of these spaces." She goes on to declare, "My call then is for nondichotomous models." Both social scientists and designers will be challenged by these observations. There is a glossary, a list of notes, a lengthy list of references, and a good index. Taylor has produced an enjoyable and challenging book that readers will enjoy.

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